// Shadows Lights Reflections DHR

cbuffer _Globals : register(b0)
{
  float3 LightingChannelsAndModel : packoffset(c0);
  float4 ShadowMapAtlasSize : packoffset(c1);
  float2 InvClusterScreenSize : packoffset(c2);
  float3 ReflectionShadowPlane : packoffset(c3);
  float2 ReflectionInvBufferSize : packoffset(c4);
  bool bShowLightComplexity : packoffset(c4.z);
  bool4 bClusteredForwardRenderingOptions : packoffset(c5);
  float3 DominantDirectionalLightDirection : packoffset(c6);
  float3 DominantDirectionalLightColor : packoffset(c7);
}

cbuffer PSOffsetConstants : register(b2)
{
  float4 ScreenPositionScaleBias : packoffset(c0);
  float4 MinZ_MaxZRatio : packoffset(c1);
  float NvStereoEnabled : packoffset(c2);
  float MetallicOverrideParameter : packoffset(c2.y);
  float4 DiffuseOverrideParameter : packoffset(c3);
  float4 SpecularOverrideParameter : packoffset(c4);
  float4 CameraPositionPS : packoffset(c5);
  float4 ScreenAndTexelSize : packoffset(c6);
  float4 ViewClampRect : packoffset(c7);
  float2 ProjectionInvScale : packoffset(c8);
  float4x4 ViewProjectionMatrixPS : packoffset(c9);
  float2 SceneColorExponentBias : packoffset(c13);
}

cbuffer ClusteredLightsConstants : register(b6)
{

  struct
  {
    float4 PositionInvRadius;
    float4 ColorFalloffExponent;
    float3 Direction;
    uint LightingChannels;
    float2 SpotAngles;
    bool bCastShadows;
    float HairScatteringScale;
    float4 SimpleLightFunctionScaleBiasFade;
    float4x4 WorldToShadowMatrix;
    float3x3 WorldToLightMatrix;
    float4 ShadowClipScaleBias;
    float4 ShadowFilterScale;
    float4 ShadowFilterBias;
    float2 ShadowGradientParams;
    float DiffuseIntensity;
    float DiffuseBackfaceHack;
    bool bUseFakeWaterReflection;
    bool bCastNightVisionShadow;
    float4 FaceUVScaleBias[6];
  } ClusteredLights[64] : packoffset(c0);

}

SamplerState PointWrapSampler_s : register(s0);
SamplerState TrilinearClampSampler_s : register(s1);
SamplerState WorldNormalGBufferTextureSampler_s : register(s2);
SamplerState BaseColorGBufferTextureSampler_s : register(s3);
SamplerState SpecularGBufferTextureSampler_s : register(s4);
SamplerState SceneDepthTextureSampler_s : register(s5);
SamplerComparisonState ShadowComparisonSampler_s : register(s6);
Buffer<uint> LightIndexListTexture : register(t1);
Texture3D<uint2> ClusteredTexture3D : register(t2);
Texture2D<float4> ShadowMapAtlasTexture : register(t3);
Texture3D<float4> RandomAngles3DTexture : register(t4);
Texture2D<float4> SimpleLightFunctionsAtlasTexture : register(t5);
Texture2D<float4> WorldNormalGBufferTexture : register(t7);
Texture2D<float4> BaseColorGBufferTexture : register(t8);
Texture2D<float4> SpecularGBufferTexture : register(t9);
Texture2D<float4> SceneDepthTexture : register(t10);
Texture2D<float4> NightVisionShadowsTexture : register(t11);


// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
#include <matrix.hlsl> 

void main( 
  float4 v0 : TEXCOORD0,
  float3 v1 : TEXCOORD1,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11,r12,r13,r14,r15,r16,r17,r18,r19;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xy = v0.xy * ScreenPositionScaleBias.xy + ScreenPositionScaleBias.wz;
  r1.xyzw = WorldNormalGBufferTexture.SampleLevel(WorldNormalGBufferTextureSampler_s, r0.xy, 0).xyzw;
  r0.z = SceneDepthTexture.SampleLevel(SceneDepthTextureSampler_s, r0.xy, 0).x;
  r0.w = 0.00100000005 + r1.w;
  r0.w = 3 * r0.w;
  r0.w = (uint)r0.w;
  r0.z = max(0.00100000994, r0.z);
  r0.z = r0.z * MinZ_MaxZRatio.z + -MinZ_MaxZRatio.w;
  r0.z = 1 / r0.z;
  
  //Fix
  float4 stereo = StereoParams.Load(0);
  matrix vp = MATRIX(ViewProjectionMatrixPS, 0);
  matrix ivp = inverse(vp);  
  float4 tmp = mul(vp, v1 * r0.z);
  tmp.x -= stereo.x * (tmp.w - stereo.y);
  v1 = mul(ivp, tmp) / r0.z;
  
  r2.xyz = v1.xyz * r0.zzz + CameraPositionPS.xyz;
  r1.w = RandomAngles3DTexture.CalculateLevelOfDetailUnclamped(PointWrapSampler_s, r2.xyz);
  if (r0.w != 0) {
    r3.xyzw = BaseColorGBufferTexture.SampleLevel(BaseColorGBufferTextureSampler_s, r0.xy, 0).xyzw;
    r4.xyzw = SpecularGBufferTexture.SampleLevel(SpecularGBufferTextureSampler_s, r0.xy, 0).xyzw;
    r5.xyz = r3.xyz * r3.xyz;
    r2.w = 0.00100000005 + r3.w;
    r2.w = 255 * r2.w;
    r2.w = (uint)r2.w;
    r1.xyz = r1.xyz * float3(2,2,2) + float3(-1,-1,-1);
    r3.w = dot(r1.xyz, r1.xyz);
    r3.w = rsqrt(r3.w);
    r1.xyz = r3.www * r1.xyz;
    r3.w = 0.00100000005 + r4.w;
    r3.w = 31.875 * r3.w;
    r3.w = floor(r3.w);
    r4.w = 0.0322580636 * r3.w;
    SceneDepthTexture.GetDimensions(0, fDest.x, fDest.y, fDest.z);
    r6.xy = fDest.xy;
    r5.w = dot(v1.xyz, v1.xyz);
    r5.w = rsqrt(r5.w);
    r7.xyz = v1.xyz * r5.www;
    r0.xy = r6.xy * r0.xy;
    r6.xy = (uint2)r0.xy;
    r8.xy = (uint2)r6.xy >> int2(6,6);
    r0.x = 0.00999999978 * r0.z;
    r0.x = log2(r0.x);
    r0.x = r0.x * 3.11064339 + 1;
    r0.x = max(0, r0.x);
    r8.z = (uint)r0.x;
    r8.w = 0;
    r0.xy = ClusteredTexture3D.Load(r8.xyzw).xy;
    r0.y = (int)r0.y & 255;
    r0.z = round(r1.w);
    r0.z = exp2(-r0.z);
    r8.xyz = r2.xyz * r0.zzz;
    r8.xy = RandomAngles3DTexture.SampleLevel(PointWrapSampler_s, r8.xyz, 0).xy;
    r0.z = cmp((int)r0.w == 2);
    r6.zw = float2(0,0);
    r0.w = NightVisionShadowsTexture.Load(r6.xyz).y;
    r6.xyz = r5.xyz * DiffuseOverrideParameter.www + DiffuseOverrideParameter.xyz;
    r6.xyz = float3(0.318309873,0.318309873,0.318309873) * r6.xyz;
    r1.w = -r3.w * 0.0322580636 + 1;
    r3.w = r4.z * r4.z;
    r5.w = r3.w * r3.w;
    r6.w = 2 / r5.w;
    r6.w = -2 + r6.w;
    r6.w = max(9.99999975e-006, r6.w);
    r7.w = 3.14159274 * r5.w;
    r4.x = MetallicOverrideParameter * r4.x;
    r5.xyz = r4.xxx * -r5.xyz + r5.xyz;
    r5.xyz = r5.xyz * DiffuseOverrideParameter.www + DiffuseOverrideParameter.xyz;
    r3.xyz = r3.xyz * r3.xyz + float3(-0.0399999991,-0.0399999991,-0.0399999991);
    r3.xyz = r4.xxx * r3.xyz + float3(0.0399999991,0.0399999991,0.0399999991);
    r5.xyz = float3(0.318309873,0.318309873,0.318309873) * r5.xyz;
    r3.w = r3.w * r3.w + -0.999499977;
    r4.x = r4.z * 0.234375 + 0.015625;
    r4.z = 1 + -r4.x;
    r9.yz = float2(-1,1);
    r10.y = -1;
    r11.xyz = float3(0,0,0);
    r8.z = r0.x;
    r8.w = 0;
    r10.z = 0;
    while (true) {
      r10.w = cmp((uint)r10.z >= (uint)r0.y);
      if (r10.w != 0) break;
      r10.w = (int)r8.z + 1;
      r12.x = LightIndexListTexture.Load(r8.z).x;
      r12.y = (int)r12.x * 23;
      r12.z = (int)r2.w & (int)ClusteredLights[r12.y/23].LightingChannels;
      if (r12.z != 0) {
        r13.xyz = ClusteredLights[r12.y/23].PositionInvRadius.xyz + -r2.xyz;
        r14.xyz = ClusteredLights[r12.y/23].PositionInvRadius.www * r13.xyz;
        r12.z = dot(r14.xyz, r14.xyz);
        r12.z = min(1, r12.z);
        r12.z = 1 + -r12.z;
        r12.z = log2(r12.z);
        r12.z = ClusteredLights[r12.y/23].ColorFalloffExponent.w * r12.z;
        r12.z = exp2(r12.z);
        r12.w = cmp(0 < ClusteredLights[r12.y/23].SpotAngles.x);
        if (r12.w != 0) {
          r13.w = dot(r13.xyz, r13.xyz);
          r13.w = rsqrt(r13.w);
          r14.xyz = r13.xyz * r13.www;
          r13.w = dot(r14.xyz, -ClusteredLights[r12.y/23].Direction.xyz);
          r13.w = -ClusteredLights[r12.y/23].SpotAngles.x + r13.w;
          r13.w = saturate(ClusteredLights[r12.y/23].SpotAngles.y * r13.w);
          r13.w = r13.w * r13.w;
          r12.z = r13.w * r12.z;
        }
        r13.w = cmp(9.99999975e-006 < r12.z);
        r14.x = dot(r1.xyz, r13.xyz);
        r14.x = cmp(0 < r14.x);
        r14.x = (int)r0.z | (int)r14.x;
        r14.y = cmp(0 != ClusteredLights[r12.y/23].DiffuseBackfaceHack);
        r14.x = (int)r14.y | (int)r14.x;
        r13.w = r13.w ? r14.x : 0;
        if (r13.w != 0) {
          r13.w = cmp(0 != (int)ClusteredLights[r12.y/23].bCastShadows);
          r13.w = cmp((int)r13.w == -1);
          if (r13.w != 0) {
            if (r12.w != 0) {
              r14.xyzw = ClusteredLights[r12.y/23].WorldToShadowMatrix._m01_m11_m21_m31 * r2.yyyy;
              r14.xyzw = ClusteredLights[r12.y/23].WorldToShadowMatrix._m00_m10_m20_m30 * r2.xxxx + r14.xyzw;
              r14.xyzw = ClusteredLights[r12.y/23].WorldToShadowMatrix._m02_m12_m22_m32 * r2.zzzz + r14.xyzw;
              r14.xyzw = ClusteredLights[r12.y/23].WorldToShadowMatrix._m23_m03_m13_m33 + r14.zxyw;
              r14.yz = r14.yz / r14.ww;
            } else {
              r12.w = max(abs(r13.y), abs(r13.z));
              r12.w = max(abs(r13.x), r12.w);
              r15.xyz = cmp(float3(0,0,0) < -r13.xyz);
              r16.xyz = cmp(-r13.xyz < float3(0,0,0));
              r13.w = (int)r15.x + (int)-r16.x;
              r9.x = (int)r13.w;
              r17.xy = -r13.zy * r9.xy;
              r18.xyz = cmp(-r13.xyz == abs(r13.xyz));
              r15.xw = cmp(abs(r13.xy) == r12.ww);
              r15.yz = (int2)-r15.yz + (int2)r16.yz;
              r9.w = (int)r15.y;
              r16.xy = -r13.xz * r9.zw;
              r10.x = (int)r15.z;
              r19.xy = -r13.xy * r10.xy;
              r18.xyz = r18.xyz ? float3(0,2.80259693e-045,5.60519386e-045) : float3(1,3,5);
              r16.z = r18.y;
              r19.z = r18.z;
              r15.yzw = r15.www ? r16.xyz : r19.xyz;
              r17.z = r18.x;
              r15.xyz = r15.xxx ? r17.xyz : r15.yzw;
              r9.xw = r15.xy / r12.ww;
              r10.x = mad((int)r12.x, 23, (int)r15.z);
              r14.yz = r9.xw * ClusteredLights[r10.x].FaceUVScaleBias[0].xy + ClusteredLights[r10.x].FaceUVScaleBias[0].zw;
              r14.x = ClusteredLights[r12.y/23].PositionInvRadius.w * r12.w;
            }
            r15.xyzw = r8.yxxy * ClusteredLights[r12.y/23].ShadowFilterScale.ywxz + ClusteredLights[r12.y/23].ShadowFilterBias.ywxz;
            r9.xw = r15.zw * float2(0.200000003,0.200000003) + r14.yz;
            r9.x = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r9.xw, r14.x).x;
            r12.xw = -r15.zw * float2(0.200000003,0.200000003) + r14.yz;
            r9.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r12.xw, r14.x).x;
            r9.x = r9.x + r9.w;
            r12.xw = float2(-0.380423009,-0.380423009) * r15.xy;
            r12.xw = r15.zw * float2(-0.123607002,-0.123607002) + r12.xw;
            r16.xy = r14.yz + r12.xw;
            r9.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r16.xy, r14.x).x;
            r9.x = r9.x + r9.w;
            r12.xw = r14.yz + -r12.xw;
            r9.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r12.xw, r14.x).x;
            r9.x = r9.x + r9.w;
            r12.xw = float2(0.352670997,0.352670997) * r15.xy;
            r12.xw = r15.zw * float2(-0.485410005,-0.485410005) + r12.xw;
            r16.xy = r14.yz + r12.xw;
            r9.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r16.xy, r14.x).x;
            r9.x = r9.x + r9.w;
            r12.xw = r14.yz + -r12.xw;
            r9.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r12.xw, r14.x).x;
            r9.x = r9.x + r9.w;
            r16.xyzw = float4(0.470227987,0.470227987,0.309017003,0.309017003) * r15.xyzw;
            r12.xw = r15.zw * float2(0.647213995,0.647213995) + r16.xy;
            r15.zw = r14.yz + r12.xw;
            r9.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r15.zw, r14.x).x;
            r9.x = r9.x + r9.w;
            r12.xw = r14.yz + -r12.xw;
            r9.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r12.xw, r14.x).x;
            r9.x = r9.x + r9.w;
            r12.xw = r15.xy * float2(-0.951057017,-0.951057017) + r16.zw;
            r15.xy = r14.yz + r12.xw;
            r9.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r15.xy, r14.x).x;
            r9.x = r9.x + r9.w;
            r12.xw = r14.yz + -r12.xw;
            r9.w = ShadowMapAtlasTexture.SampleCmpLevelZero(ShadowComparisonSampler_s, r12.xw, r14.x).x;
            r9.x = r9.x + r9.w;
            r9.x = 0.100000001 * r9.x;
            r9.x = r9.x * r9.x;
            r12.z = r12.z * r9.x;
          } else {
            if (ClusteredLights[r12.y/23].bCastNightVisionShadow != 0) {
              r12.z = r12.z * r0.w;
            }
          }
          r12.xzw = ClusteredLights[r12.y/23].ColorFalloffExponent.xyz * r12.zzz;
          r9.x = cmp(0.000000 != ClusteredLights[r12.y/23].SimpleLightFunctionScaleBiasFade.x);
          if (r9.x != 0) {
            r14.xyz = ClusteredLights[r12.y/23].WorldToLightMatrix._m01_m11_m21 * -r13.yyy;
            r14.xyz = ClusteredLights[r12.y/23].WorldToLightMatrix._m00_m10_m20 * -r13.xxx + r14.xyz;
            r14.xyz = ClusteredLights[r12.y/23].WorldToLightMatrix._m02_m12_m22 * -r13.zzz + r14.xyz;
            r9.xw = r14.xy / r14.zz;
            r9.xw = r9.xw * ClusteredLights[r12.y/23].SimpleLightFunctionScaleBiasFade.xx + ClusteredLights[r12.y/23].SimpleLightFunctionScaleBiasFade.yz;
            r9.xw = abs(r9.xw);
            r10.x = saturate(ClusteredLights[r12.y/23].SimpleLightFunctionScaleBiasFade.w * r14.z);
            r14.xyz = SimpleLightFunctionsAtlasTexture.SampleLevel(TrilinearClampSampler_s, r9.xw, 0).xyz;
            r15.xyz = float3(1,1,1) + -r14.xyz;
            r14.xyz = r10.xxx * r15.xyz + r14.xyz;
            r12.xzw = r14.xyz * r12.xzw;
          }
          if (r0.z != 0) {
            r9.x = dot(r13.xyz, r13.xyz);
            r9.x = rsqrt(r9.x);
            r14.xyz = r13.xyz * r9.xxx;
            r15.xyz = r13.xyz * r9.xxx + -r7.xyz;
            r9.x = dot(r15.xyz, r15.xyz);
            r9.x = rsqrt(r9.x);
            r15.xyz = r15.xyz * r9.xxx;
            r9.x = dot(r1.xyz, r14.xyz);
            r9.w = saturate(r9.x);
            r10.x = dot(r1.xyz, r15.xyz);
            r10.x = max(9.99999997e-007, r10.x);
            r10.x = min(1, r10.x);
            r9.x = saturate(r9.x * 5 + 0.5);
            r9.x = r9.x * r1.w + r4.w;
            r13.w = r9.w * 0.5 + 0.5;
            r9.x = r13.w * r9.x;
            r10.x = log2(r10.x);
            r10.x = r10.x * r6.w;
            r10.x = exp2(r10.x);
            r10.x = r10.x / r7.w;
            r9.w = r10.x * r9.w;
            r9.w = 0.00999999978 * r9.w;
            r14.xyz = r6.xyz * r9.xxx + r9.www;
            r11.xyz = r14.xyz * r12.xzw + r11.xyz;
          } else {
            r9.x = dot(r13.xyz, r13.xyz);
            r9.x = rsqrt(r9.x);
            r14.xyz = r13.xyz * r9.xxx;
            r13.xyz = r13.xyz * r9.xxx + -r7.xyz;
            r9.x = dot(r13.xyz, r13.xyz);
            r9.x = rsqrt(r9.x);
            r13.xyz = r13.xyz * r9.xxx;
            r9.x = dot(r1.xyz, r14.xyz);
            r9.w = saturate(r9.x);
            r10.x = saturate(dot(r1.xyz, r13.xyz));
            r13.x = saturate(dot(r14.xyz, r13.xyz));
            r13.y = ClusteredLights[r12.y/23].DiffuseBackfaceHack + r9.x;
            r13.y = 0.333330005 * r13.y;
            r9.x = saturate(max(r13.y, r9.x));
            r9.x = ClusteredLights[r12.y/23].DiffuseIntensity * r9.x;
            r10.x = r10.x * r10.x;
            r10.x = r10.x * r3.w + 1;
            r10.x = r10.x * r10.x;
            r10.x = 3.14159274 * r10.x;
            r10.x = r5.w / r10.x;
            r12.y = r13.x * r13.x;
            r12.y = r12.y * r4.z + r4.x;
            r12.y = 4 * r12.y;
            r12.y = rcp(r12.y);
            r13.y = r13.x * -5.55472994 + -6.98316002;
            r13.x = r13.y * r13.x;
            r13.x = exp2(r13.x);
            r13.xyz = r13.xxx + r3.xyz;
            r13.xyz = r13.xyz * SpecularOverrideParameter.www + SpecularOverrideParameter.xyz;
            r10.x = r12.y * r10.x;
            r13.xyz = r10.xxx * r13.xyz;
            r13.xyz = r13.xyz * r9.www;
            r13.xyz = r5.xyz * r9.xxx + r13.xyz;
            r11.xyz = r13.xyz * r12.xzw + r11.xyz;
          }
        }
        r8.w = (int)r8.w + 1;
      }
      r10.z = (int)r10.z + 1;
      r8.z = r10.w;
    }
    r0.x = (uint)r8.w;
    r0.x = 0.25 * r0.x;
    r0.x = min(1, r0.x);
    r0.y = cmp(0 < r0.x);
    r11.w = 0;
    r0.xzw = r0.xxx * float3(1,-1,0) + r11.wyw;
    r1.xz = r11.xz;
    r1.y = 1;
    r0.xzw = r1.xyz + r0.xzw;
    r0.xyz = r0.yyy ? r0.xzw : r11.xyz;
    r0.xyz = bShowLightComplexity ? r0.xyz : r11.xyz;
    r0.xyz = r0.xyz * r4.yyy;
    r0.xyz = SceneColorExponentBias.xxx * r0.xyz;
  } else {
    r0.xyz = float3(0,0,0);
  }
  o0.xyz = r0.xyz;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original ASM ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.30.9200.20546
//
//
// Buffer Definitions: 
//
// cbuffer $Globals
// {
//
//   float3 LightingChannelsAndModel;   // Offset:    0 Size:    12 [unused]
//   float4 ShadowMapAtlasSize;         // Offset:   16 Size:    16 [unused]
//   float2 InvClusterScreenSize;       // Offset:   32 Size:     8 [unused]
//   float3 ReflectionShadowPlane;      // Offset:   48 Size:    12 [unused]
//   float2 ReflectionInvBufferSize;    // Offset:   64 Size:     8 [unused]
//   bool bShowLightComplexity;         // Offset:   72 Size:     4
//   bool4 bClusteredForwardRenderingOptions;// Offset:   80 Size:    16 [unused]
//   float3 DominantDirectionalLightDirection;// Offset:   96 Size:    12 [unused]
//   float3 DominantDirectionalLightColor;// Offset:  112 Size:    12 [unused]
//
// }
//
// cbuffer PSOffsetConstants
// {
//
//   float4 ScreenPositionScaleBias;    // Offset:    0 Size:    16
//   float4 MinZ_MaxZRatio;             // Offset:   16 Size:    16
//   float NvStereoEnabled;             // Offset:   32 Size:     4 [unused]
//   float MetallicOverrideParameter;   // Offset:   36 Size:     4
//   float4 DiffuseOverrideParameter;   // Offset:   48 Size:    16
//   float4 SpecularOverrideParameter;  // Offset:   64 Size:    16
//   float4 CameraPositionPS;           // Offset:   80 Size:    16
//   float4 ScreenAndTexelSize;         // Offset:   96 Size:    16 [unused]
//   float4 ViewClampRect;              // Offset:  112 Size:    16 [unused]
//   float2 ProjectionInvScale;         // Offset:  128 Size:     8 [unused]
//   float4x4 ViewProjectionMatrixPS;   // Offset:  144 Size:    64 [unused]
//   float2 SceneColorExponentBias;     // Offset:  208 Size:     8
//
// }
//
// cbuffer ClusteredLightsConstants
// {
//
//   struct FClusteredLight
//   {
//       
//       float4 PositionInvRadius;      // Offset:    0
//       float4 ColorFalloffExponent;   // Offset:   16
//       float3 Direction;              // Offset:   32
//       uint LightingChannels;         // Offset:   44
//       float2 SpotAngles;             // Offset:   48
//       bool bCastShadows;             // Offset:   56
//       float HairScatteringScale;     // Offset:   60
//       float4 SimpleLightFunctionScaleBiasFade;// Offset:   64
//       float4x4 WorldToShadowMatrix;  // Offset:   80
//       float3x3 WorldToLightMatrix;   // Offset:  144
//       float4 ShadowClipScaleBias;    // Offset:  192
//       float4 ShadowFilterScale;      // Offset:  208
//       float4 ShadowFilterBias;       // Offset:  224
//       float2 ShadowGradientParams;   // Offset:  240
//       float DiffuseIntensity;        // Offset:  248
//       float DiffuseBackfaceHack;     // Offset:  252
//       bool bUseFakeWaterReflection;  // Offset:  256
//       bool bCastNightVisionShadow;   // Offset:  260
//       float4 FaceUVScaleBias[6];     // Offset:  272
//
//   } ClusteredLights[64];             // Offset:    0 Size: 23552
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// PointWrapSampler                  sampler      NA          NA    0        1
// TrilinearClampSampler             sampler      NA          NA    1        1
// WorldNormalGBufferTextureSampler    sampler      NA          NA    2        1
// BaseColorGBufferTextureSampler    sampler      NA          NA    3        1
// SpecularGBufferTextureSampler     sampler      NA          NA    4        1
// SceneDepthTextureSampler          sampler      NA          NA    5        1
// ShadowComparisonSampler         sampler_c      NA          NA    6        1
// LightIndexListTexture             texture    uint         buf    1        1
// ClusteredTexture3D                texture   uint2          3d    2        1
// ShadowMapAtlasTexture             texture  float4          2d    3        1
// RandomAngles3DTexture             texture  float4          3d    4        1
// SimpleLightFunctionsAtlasTexture    texture  float4          2d    5        1
// WorldNormalGBufferTexture         texture  float4          2d    7        1
// BaseColorGBufferTexture           texture  float4          2d    8        1
// SpecularGBufferTexture            texture  float4          2d    9        1
// SceneDepthTexture                 texture  float4          2d   10        1
// NightVisionShadowsTexture         texture  float4          2d   11        1
// $Globals                          cbuffer      NA          NA    0        1
// PSOffsetConstants                 cbuffer      NA          NA    2        1
// ClusteredLightsConstants          cbuffer      NA          NA    6        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xy  
// TEXCOORD                 1   xyz         1     NONE   float   xyz 
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[5], immediateIndexed
dcl_constantbuffer cb2[14], immediateIndexed
dcl_constantbuffer cb6[1472], dynamicIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_sampler s6, mode_comparison
dcl_resource_buffer (uint,uint,uint,uint) t1
dcl_resource_texture3d (uint,uint,uint,uint) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture3d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t7
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_texture2d (float,float,float,float) t9
dcl_resource_texture2d (float,float,float,float) t10
dcl_resource_texture2d (float,float,float,float) t11
dcl_input_ps linear v0.xy
dcl_input_ps linear v1.xyz
dcl_output o0.xyzw
dcl_temps 20
mad r0.xy, v0.xyxx, cb2[0].xyxx, cb2[0].wzww
sample_l_indexable(texture2d)(float,float,float,float) r1.xyzw, r0.xyxx, t7.xyzw, s2, l(0.000000)
sample_l_indexable(texture2d)(float,float,float,float) r0.z, r0.xyxx, t10.yzxw, s5, l(0.000000)
add r0.w, r1.w, l(0.001000)
mul r0.w, r0.w, l(3.000000)
ftou r0.w, r0.w
max r0.z, r0.z, l(0.001000)
mad r0.z, r0.z, cb2[1].z, -cb2[1].w
div r0.z, l(1.000000, 1.000000, 1.000000, 1.000000), r0.z
mad r2.xyz, v1.xyzx, r0.zzzz, cb2[5].xyzx
lod r1.w, r2.xyzx, t4.y, s0
if_nz r0.w
  sample_l_indexable(texture2d)(float,float,float,float) r3.xyzw, r0.xyxx, t8.xyzw, s3, l(0.000000)
  sample_l_indexable(texture2d)(float,float,float,float) r4.xyzw, r0.xyxx, t9.xyzw, s4, l(0.000000)
  mul r5.xyz, r3.xyzx, r3.xyzx
  add r2.w, r3.w, l(0.001000)
  mul r2.w, r2.w, l(255.000000)
  ftou r2.w, r2.w
  mad r1.xyz, r1.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-1.000000, -1.000000, -1.000000, 0.000000)
  dp3 r3.w, r1.xyzx, r1.xyzx
  rsq r3.w, r3.w
  mul r1.xyz, r1.xyzx, r3.wwww
  add r3.w, r4.w, l(0.001000)
  mul r3.w, r3.w, l(31.875000)
  round_ni r3.w, r3.w
  mul r4.w, r3.w, l(0.032258)
  resinfo_indexable(texture2d)(float,float,float,float) r6.xy, l(0), t10.xyzw
  dp3 r5.w, v1.xyzx, v1.xyzx
  rsq r5.w, r5.w
  mul r7.xyz, r5.wwww, v1.xyzx
  mul r0.xy, r0.xyxx, r6.xyxx
  ftou r6.xy, r0.xyxx
  ushr r8.xy, r6.xyxx, l(6, 6, 0, 0)
  mul r0.x, r0.z, l(0.010000)
  log r0.x, r0.x
  mad r0.x, r0.x, l(3.110643), l(1.000000)
  max r0.x, r0.x, l(0.000000)
  ftou r8.z, r0.x
  mov r8.w, l(0)
  ld_indexable(texture3d)(uint,uint,uint,uint) r0.xy, r8.xyzw, t2.xyzw
  and r0.y, r0.y, l(255)
  round_ne r0.z, r1.w
  exp r0.z, -r0.z
  mul r8.xyz, r0.zzzz, r2.xyzx
  sample_l_indexable(texture3d)(float,float,float,float) r8.xy, r8.xyzx, t4.xyzw, s0, l(0.000000)
  ieq r0.z, r0.w, l(2)
  mov r6.zw, l(0,0,0,0)
  ld_indexable(texture2d)(float,float,float,float) r0.w, r6.xyzw, t11.xzwy
  mad r6.xyz, r5.xyzx, cb2[3].wwww, cb2[3].xyzx
  mul r6.xyz, r6.xyzx, l(0.318310, 0.318310, 0.318310, 0.000000)
  mad r1.w, -r3.w, l(0.032258), l(1.000000)
  mul r3.w, r4.z, r4.z
  mul r5.w, r3.w, r3.w
  div r6.w, l(2.000000), r5.w
  add r6.w, r6.w, l(-2.000000)
  max r6.w, r6.w, l(0.000010)
  mul r7.w, r5.w, l(3.141593)
  mul r4.x, r4.x, cb2[2].y
  mad r5.xyz, r4.xxxx, -r5.xyzx, r5.xyzx
  mad r5.xyz, r5.xyzx, cb2[3].wwww, cb2[3].xyzx
  mad r3.xyz, r3.xyzx, r3.xyzx, l(-0.040000, -0.040000, -0.040000, 0.000000)
  mad r3.xyz, r4.xxxx, r3.xyzx, l(0.040000, 0.040000, 0.040000, 0.000000)
  mul r5.xyz, r5.xyzx, l(0.318310, 0.318310, 0.318310, 0.000000)
  mad r3.w, r3.w, r3.w, l(-0.999500)
  mad r4.x, r4.z, l(0.234375), l(0.015625)
  add r4.z, -r4.x, l(1.000000)
  mov r9.yz, l(0,-1.000000,1.000000,0)
  mov r10.y, l(-1.000000)
  mov r11.xyz, l(0,0,0,0)
  mov r8.z, r0.x
  mov r8.w, l(0)
  mov r10.z, l(0)
  loop 
    uge r10.w, r10.z, r0.y
    breakc_nz r10.w
    iadd r10.w, r8.z, l(1)
    ld_indexable(buffer)(uint,uint,uint,uint) r12.x, r8.zzzz, t1.xyzw
    imul null, r12.y, r12.x, l(23)
    and r12.z, r2.w, cb6[r12.y + 2].w
    if_nz r12.z
      add r13.xyz, -r2.xyzx, cb6[r12.y + 0].xyzx
      mul r14.xyz, r13.xyzx, cb6[r12.y + 0].wwww
      dp3 r12.z, r14.xyzx, r14.xyzx
      min r12.z, r12.z, l(1.000000)
      add r12.z, -r12.z, l(1.000000)
      log r12.z, r12.z
      mul r12.z, r12.z, cb6[r12.y + 1].w
      exp r12.z, r12.z
      lt r12.w, l(0.000000), cb6[r12.y + 3].x
      if_nz r12.w
        dp3 r13.w, r13.xyzx, r13.xyzx
        rsq r13.w, r13.w
        mul r14.xyz, r13.wwww, r13.xyzx
        dp3 r13.w, r14.xyzx, -cb6[r12.y + 2].xyzx
        add r13.w, r13.w, -cb6[r12.y + 3].x
        mul_sat r13.w, r13.w, cb6[r12.y + 3].y
        mul r13.w, r13.w, r13.w
        mul r12.z, r12.z, r13.w
      endif 
      lt r13.w, l(0.000010), r12.z
      dp3 r14.x, r1.xyzx, r13.xyzx
      lt r14.x, l(0.000000), r14.x
      or r14.x, r0.z, r14.x
      ne r14.y, l(0.000000, 0.000000, 0.000000, 0.000000), cb6[r12.y + 15].w
      or r14.x, r14.y, r14.x
      and r13.w, r13.w, r14.x
      if_nz r13.w
        ine r13.w, l(0), cb6[r12.y + 3].z
        ieq r13.w, r13.w, l(-1)
        if_nz r13.w
          if_nz r12.w
            mul r14.xyzw, r2.yyyy, cb6[r12.y + 6].xyzw
            mad r14.xyzw, cb6[r12.y + 5].xyzw, r2.xxxx, r14.xyzw
            mad r14.xyzw, cb6[r12.y + 7].xyzw, r2.zzzz, r14.xyzw
            add r14.xyzw, r14.zxyw, cb6[r12.y + 8].zxyw
            div r14.yz, r14.yyzy, r14.wwww
          else 
            max r12.w, |r13.z|, |r13.y|
            max r12.w, r12.w, |r13.x|
            lt r15.xyz, l(0.000000, 0.000000, 0.000000, 0.000000), -r13.xyzx
            lt r16.xyz, -r13.xyzx, l(0.000000, 0.000000, 0.000000, 0.000000)
            iadd r13.w, r15.x, -r16.x
            itof r9.x, r13.w
            mul r17.xy, r9.xyxx, -r13.zyzz
            eq r18.xyz, -r13.xyzx, |r13.xyzx|
            eq r15.xw, |r13.xxxy|, r12.wwww
            iadd r15.yz, -r15.yyzy, r16.yyzy
            itof r9.w, r15.y
            mul r16.xy, r9.zwzz, -r13.xzxx
            itof r10.x, r15.z
            mul r19.xy, r10.xyxx, -r13.xyxx
            movc r18.xyz, r18.xyzx, l(0,2,4,0), l(1,3,5,0)
            mov r16.z, r18.y
            mov r19.z, r18.z
            movc r15.yzw, r15.wwww, r16.xxyz, r19.xxyz
            mov r17.z, r18.x
            movc r15.xyz, r15.xxxx, r17.xyzx, r15.yzwy
            div r9.xw, r15.xxxy, r12.wwww
            imad r10.x, r12.x, l(23), r15.z
            mad r14.yz, r9.xxwx, cb6[r10.x + 17].xxyx, cb6[r10.x + 17].zzwz
            mul r14.x, r12.w, cb6[r12.y + 0].w
          endif 
          mad r15.xyzw, r8.yxxy, cb6[r12.y + 13].ywxz, cb6[r12.y + 14].ywxz
          mad r9.xw, r15.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r14.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r9.x, r9.xwxx, t3.xxxx, s6, r14.x
          mad r12.xw, -r15.zzzw, l(0.200000, 0.000000, 0.000000, 0.200000), r14.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r12.xwxx, t3.xxxx, s6, r14.x
          add r9.x, r9.w, r9.x
          mul r12.xw, r15.xxxy, l(-0.380423, 0.000000, 0.000000, -0.380423)
          mad r12.xw, r15.zzzw, l(-0.123607, 0.000000, 0.000000, -0.123607), r12.xxxw
          add r16.xy, r12.xwxx, r14.yzyy
          sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r16.xyxx, t3.xxxx, s6, r14.x
          add r9.x, r9.w, r9.x
          add r12.xw, -r12.xxxw, r14.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r12.xwxx, t3.xxxx, s6, r14.x
          add r9.x, r9.w, r9.x
          mul r12.xw, r15.xxxy, l(0.352671, 0.000000, 0.000000, 0.352671)
          mad r12.xw, r15.zzzw, l(-0.485410, 0.000000, 0.000000, -0.485410), r12.xxxw
          add r16.xy, r12.xwxx, r14.yzyy
          sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r16.xyxx, t3.xxxx, s6, r14.x
          add r9.x, r9.w, r9.x
          add r12.xw, -r12.xxxw, r14.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r12.xwxx, t3.xxxx, s6, r14.x
          add r9.x, r9.w, r9.x
          mul r16.xyzw, r15.xyzw, l(0.470228, 0.470228, 0.309017, 0.309017)
          mad r12.xw, r15.zzzw, l(0.647214, 0.000000, 0.000000, 0.647214), r16.xxxy
          add r15.zw, r12.xxxw, r14.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r15.zwzz, t3.xxxx, s6, r14.x
          add r9.x, r9.w, r9.x
          add r12.xw, -r12.xxxw, r14.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r12.xwxx, t3.xxxx, s6, r14.x
          add r9.x, r9.w, r9.x
          mad r12.xw, r15.xxxy, l(-0.951057, 0.000000, 0.000000, -0.951057), r16.zzzw
          add r15.xy, r12.xwxx, r14.yzyy
          sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r15.xyxx, t3.xxxx, s6, r14.x
          add r9.x, r9.w, r9.x
          add r12.xw, -r12.xxxw, r14.yyyz
          sample_c_lz_indexable(texture2d)(float,float,float,float) r9.w, r12.xwxx, t3.xxxx, s6, r14.x
          add r9.x, r9.w, r9.x
          mul r9.x, r9.x, l(0.100000)
          mul r9.x, r9.x, r9.x
          mul r12.z, r9.x, r12.z
        else 
          if_nz cb6[r12.y + 16].y
            mul r12.z, r0.w, r12.z
          endif 
        endif 
        mul r12.xzw, r12.zzzz, cb6[r12.y + 1].xxyz
        ne r9.x, l(0.000000), cb6[r12.y + 4].x
        if_nz r9.x
          mul r14.xyz, -r13.yyyy, cb6[r12.y + 10].xyzx
          mad r14.xyz, cb6[r12.y + 9].xyzx, -r13.xxxx, r14.xyzx
          mad r14.xyz, cb6[r12.y + 11].xyzx, -r13.zzzz, r14.xyzx
          div r9.xw, r14.xxxy, r14.zzzz
          mad r9.xw, r9.xxxw, cb6[r12.y + 4].xxxx, cb6[r12.y + 4].yyyz
          mov r9.xw, |r9.xxxw|
          mul_sat r10.x, r14.z, cb6[r12.y + 4].w
          sample_l_indexable(texture2d)(float,float,float,float) r14.xyz, r9.xwxx, t5.xyzw, s1, l(0.000000)
          add r15.xyz, -r14.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
          mad r14.xyz, r10.xxxx, r15.xyzx, r14.xyzx
          mul r12.xzw, r12.xxzw, r14.xxyz
        endif 
        if_nz r0.z
          dp3 r9.x, r13.xyzx, r13.xyzx
          rsq r9.x, r9.x
          mul r14.xyz, r9.xxxx, r13.xyzx
          mad r15.xyz, r13.xyzx, r9.xxxx, -r7.xyzx
          dp3 r9.x, r15.xyzx, r15.xyzx
          rsq r9.x, r9.x
          mul r15.xyz, r9.xxxx, r15.xyzx
          dp3 r9.x, r1.xyzx, r14.xyzx
          mov_sat r9.w, r9.x
          dp3 r10.x, r1.xyzx, r15.xyzx
          max r10.x, r10.x, l(0.000001)
          min r10.x, r10.x, l(1.000000)
          mad_sat r9.x, r9.x, l(5.000000), l(0.500000)
          mad r9.x, r9.x, r1.w, r4.w
          mad r13.w, r9.w, l(0.500000), l(0.500000)
          mul r9.x, r9.x, r13.w
          log r10.x, r10.x
          mul r10.x, r6.w, r10.x
          exp r10.x, r10.x
          div r10.x, r10.x, r7.w
          mul r9.w, r9.w, r10.x
          mul r9.w, r9.w, l(0.010000)
          mad r14.xyz, r6.xyzx, r9.xxxx, r9.wwww
          mad r11.xyz, r14.xyzx, r12.xzwx, r11.xyzx
        else 
          dp3 r9.x, r13.xyzx, r13.xyzx
          rsq r9.x, r9.x
          mul r14.xyz, r9.xxxx, r13.xyzx
          mad r13.xyz, r13.xyzx, r9.xxxx, -r7.xyzx
          dp3 r9.x, r13.xyzx, r13.xyzx
          rsq r9.x, r9.x
          mul r13.xyz, r9.xxxx, r13.xyzx
          dp3 r9.x, r1.xyzx, r14.xyzx
          mov_sat r9.w, r9.x
          dp3_sat r10.x, r1.xyzx, r13.xyzx
          dp3_sat r13.x, r14.xyzx, r13.xyzx
          add r13.y, r9.x, cb6[r12.y + 15].w
          mul r13.y, r13.y, l(0.333330)
          max_sat r9.x, r9.x, r13.y
          mul r9.x, r9.x, cb6[r12.y + 15].z
          mul r10.x, r10.x, r10.x
          mad r10.x, r10.x, r3.w, l(1.000000)
          mul r10.x, r10.x, r10.x
          mul r10.x, r10.x, l(3.141593)
          div r10.x, r5.w, r10.x
          mul r12.y, r13.x, r13.x
          mad r12.y, r12.y, r4.z, r4.x
          mul r12.y, r12.y, l(4.000000)
          rcp r12.y, r12.y
          mad r13.y, r13.x, l(-5.554730), l(-6.983160)
          mul r13.x, r13.x, r13.y
          exp r13.x, r13.x
          add r13.xyz, r3.xyzx, r13.xxxx
          mad r13.xyz, r13.xyzx, cb2[4].wwww, cb2[4].xyzx
          mul r10.x, r10.x, r12.y
          mul r13.xyz, r13.xyzx, r10.xxxx
          mul r13.xyz, r9.wwww, r13.xyzx
          mad r13.xyz, r5.xyzx, r9.xxxx, r13.xyzx
          mad r11.xyz, r13.xyzx, r12.xzwx, r11.xyzx
        endif 
      endif 
      iadd r8.w, r8.w, l(1)
    endif 
    iadd r10.z, r10.z, l(1)
    mov r8.z, r10.w
  endloop 
  utof r0.x, r8.w
  mul r0.x, r0.x, l(0.250000)
  min r0.x, r0.x, l(1.000000)
  lt r0.y, l(0.000000), r0.x
  mov r11.w, l(0)
  mad r0.xzw, r0.xxxx, l(1.000000, 0.000000, -1.000000, 0.000000), r11.wwyw
  mov r1.xz, r11.xxzx
  mov r1.y, l(1.000000)
  add r0.xzw, r0.xxzw, r1.xxyz
  movc r0.xyz, r0.yyyy, r0.xzwx, r11.xyzx
  movc r0.xyz, cb0[4].zzzz, r0.xyzx, r11.xyzx
  mul r0.xyz, r4.yyyy, r0.xyzx
  mul r0.xyz, r0.xyzx, cb2[13].xxxx
else 
  mov r0.xyz, l(0,0,0,0)
endif 
mov o0.xyz, r0.xyzx
mov o0.w, l(0)
ret 
// Approximately 288 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HLSL errors ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
D:\GAMES\Outlast 2\Binaries\Win64\ShaderCache\9aa765cb7d7ff1f6-ps_replace.txt(173,28-32): error X3004: undeclared identifier 'int16'
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
